# Benchmark capture standards

This is the media contract for Coaster Maps benchmark evidence. A capture is
eligible for blind voting only when the subject is both identifiable and shown
at a useful presentation distance. A technically valid WebM or PNG is not
enough if the camera points at the wrong part of the experience.

## Infinite Coaster scope lock

The only Infinite Coaster comparison published on CoasterMaps.com is
`infinite-coaster-v5`. Only these four registered runs are eligible:

- `infinite-coaster-v5-sol-ultra-reference`
- `infinite-coaster-v5-grok-4-5-high`
- `infinite-coaster-v5-grok-4-5-medium`
- `infinite-coaster-v5-grok-4-5-low`

Historical Infinite Coaster v1-v4 candidate directories may remain in the
analysis workspace for provenance, but they are out of scope. Do not capture,
stage, publish, or compare their media. Every v5 still, clip, manifest item,
and website submission must retain the `infinite-coaster-v5` benchmark ID and
one of the four run IDs above.

## Required presentation

- Capture at the registered desktop viewport and keep the complete subject in
  frame. Use a clean canvas: no HUD, browser chrome, debug text, pointer, or
  capture controls.
- Use a stable camera with a deliberate composition. The subject should occupy
  enough of the frame to be judged without guessing what the viewer is meant
  to inspect.
- Ordinary motion clips run for 12 seconds. Moving subjects that do not have a
  trustworthy cycle boundary run for 20 seconds. A ride-cycle duration is used
  only when the instrumentation proves a complete cycle. If a fast ride would
  return to its station inside the twenty-second window, register an explicit
  action-window override of at least four seconds and end while the train is
  still in the primary element; never submit the station/brake tail.
- Use WebM video at 30 fps with a readable first frame and continuous motion.
  Reject tiny, empty, frozen, corrupted, or unexpectedly short files.
- Still images and video clips for the same item must use the same subject,
  name, category, and run identity.

## Subject framing contract

### Entrance gate

Show the actual park entrance from the public approach: gate structure,
banner/logo, pylons or ticketing context, and the opening should be legible.
Use a front or three-quarter view that makes the entrance unmistakable.

Avoid a distant aerial where the gate is a few pixels wide, a view from inside
the park looking back, a side/back view, foliage or UI covering the sign, and
an empty path with the gate outside the frame.

### Park overview

Show the park as a coherent place: central circulation, multiple attractions,
and enough terrain or skyline to establish scale. Keep the camera high enough
to read the layout but low enough that the attractions remain recognizable.

Avoid a title screen, a featureless sky/ground frame, or an overview that is so
wide that no attraction can be judged.

### Roller coaster exterior / train

Show the train visibly moving through the primary attraction: a drop, launch,
loop, corkscrew, airtime hill, banked turn, or other high-interest element.
Orbit beside or follow behind the train so the track geometry and motion are
both readable. The subject should not begin or spend the clip in the station,
on a slow lift hill, or on a brake/queue segment. If the capture system starts
from the station, it must wait to begin recording until the train is running
outside the station/lift zone.

Avoid an empty track, a train hidden behind terrain, a camera so far away that
the train disappears, a camera attached to scenery, a view that only shows the
lift chain, and a clip whose most important action occurs before the first
recorded frame. For a short action window, reject any final frames that have
already returned to the station.

### Coaster rider POV

Show forward motion from the rider seat through the exciting portion of the
course. The track, horizon, and major element should remain readable without
violent camera jitter or a HUD obscuring the view.

Avoid station boarding, a long lift-only opening, a blank sky/ground view,
severe clipping through the train, and excessive look-around that hides the
ride.

### Flat rides

Show the complete ride silhouette and the motion that identifies it: wheel
rotation, carousel rotation, pirate-ship swing, or drop-tower movement. Keep
the camera close enough to show the ride body and far enough to avoid clipping.

Avoid a static ride between cycles, a view blocked by a roof or tree, and a
composition that crops the ride’s defining mechanism.

### Shop / storefront

Show the front face of the shop, including its sign, awning/window, and enough
of the counter or facade to identify it as a storefront. Use a close, front or
slightly three-quarter view; zoom in until the sign and facade are genuinely
judgeable.

Avoid a back or side wall, a distant orbit, a view aimed at the roof, an empty
interior, or people/props hiding the storefront sign.

### Entertainer / staff

Show the entertainer or staff figure close-up, unobstructed, and large enough
to identify the role and visible prop/action. Leave a little headroom and keep
the figure against a readable background.

Avoid a crowd blocking the figure, a distant wide shot, severe depth/fog
occlusion, a cropped head/prop, or a view where the performer is only a colored
dot.

### Game, station, path, guests, and scenery

Frame the named subject first, then add enough surrounding context to explain
what it is. For a game, show the stall and target area; for a station, show the
platform, canopy, sign, and queue; for guests/scenery, show the authored
subject clearly rather than using an unrelated wide shot.

## Infinite Coaster v5 category contract

The published v5 visual catalog currently contains these 30 blind-voting
categories. Keep the category ID, still, clip, and run identity aligned; do
not substitute a generic ride view for a named subject.

- **Ride presentation:** `coaster-overview`, `coaster-pov`, `track-quality`,
  `coaster-train`, `environment`, `follow-camera`, `major-drop`, `launch`,
  `camelback-airtime-hill`, `terrain-following-sequence`,
  `selected-inversion`.
- **Cameras and seats:** `track-pov`, `front-row-rider-pov`,
  `alternate-seat-pov`.
- **Train and operation:** `riders`, `station-dispatch`.
- **Desert setting:** `red-rock-formations`, `juniper-tree`,
  `saguaro-cactus`, `desert-bighorn-sheep`, `waterfall-and-flume`,
  `terrain-cut`.
- **Mining world:** `mining-depot-station`, `mining-settlement`, `stamp-mill`,
  `timber-trestle`, `mineshaft-experience-a`, `mineshaft-experience-b`.
- **Spectacle and identity:** `spectacle-event`, `signature-feature`.

- **Ride elements:** `major-drop`, `launch`, `camelback-airtime-hill`,
  `terrain-following-sequence`, and `selected-inversion`. Use a backed-off
  side or three-quarter observer view that shows the train moving through the
  named element, with enough track, supports, terrain, and horizon to judge
  the transition. In particular, frame the complete inversion and its
  approach/exit; do not use a distant train-follow shot or a sky-dominated
  POV. Reject station, lift-only, brake-run, empty track, or late-return
  footage.
- **Cameras and seats:** `track-pov`, `front-row-rider-pov`,
  `alternate-seat-pov`, and `follow-camera`. Make the camera position obvious:
  forward track for POVs, the train and terrain for follow camera, and a stable
  centered view without HUD, severe clipping, or uncontrolled look-around.
- **Train and operation:** `riders` and `station-dispatch`. Show visible riders
  or a readable dispatch sequence with the train, platform, canopy, queue, and
  motion context. Do not use an empty train, a blocked platform, or a static
  station hold.
- **Desert setting:** `red-rock-formations`, `juniper-tree`, `saguaro-cactus`,
  `desert-bighorn-sheep`, `waterfall-and-flume`, and `terrain-cut`. Use a
  subject-centered close orbit or stable three-quarter view for vegetation,
  wildlife, and water; the coaster does not need to be visible. Fill enough of
  the frame with the named subject to identify it, while retaining authored
  terrain and scale cues. If the bighorn is absent or unreadable after the
  standardized encounter window, preserve the omission and treat it as the
  lowest outcome against any valid visible encounter; never substitute a
  generic animal or a scenic shot. Reject tiny distant props, fog-obscured
  subjects, terrain intersections, and camera views dominated by unrelated
  ground.
- **Mining world:** `mining-depot-station`, `mining-settlement`, `stamp-mill`,
  `timber-trestle`, `mineshaft-experience-a`, and `mineshaft-experience-b`.
  Use a close external orbit or three-quarter inspection for structures so
  the complete facade, machinery, supports, and material detail are readable.
  Each mine clip must show the portal approach, a practically lit interior,
  and the outdoor exit in one continuous sequence. Reject empty approaches,
  back-of-building views, unlit black interiors, and clips where terrain hides
  the named subject.
- **Spectacle and identity:** `spectacle-event` and `signature-feature`.
  Use a wide but subject-centered observer position or slow orbit that shows
  the complete active event/feature and its mining-world context. The train is
  included only when it explains the interaction. Reject a setup frame,
  inactive state, unrelated scenery, or an effect that obscures the subject.

The v5 protocol also requires separate objective continuity and startup
evidence; those measurements are not substitutes for the 30 visual voting
pairs. The per-category `qualityStandard` in
`assets/infinite-coaster-v5-rating-categories.json` is the machine-readable
acceptance text used by the catalog validator.

## QA and rejection checklist

Before publication, inspect the first frame, a middle frame, and the final
frame of every clip and the full-resolution still. Re-capture when any answer
is no:

1. Is the named subject visible immediately and still visible at the end?
2. Is the camera aimed at the requested face/element rather than its back,
   side, station, or lift?
3. Is the subject large enough to judge and free of major occlusion?
4. Does motion begin in the clip’s useful action window rather than after a
   long setup?
5. Is the image free of HUD/debug/browser artifacts and capture failures?
6. Does the file meet the duration, size, codec, and manifest contract?

When a clip fails a content check, changing its label or accepting the file is
not a fix. Adjust the camera path or the capture start condition and record a
replacement. The capture manifest should preserve the final approved framing
parameters so later runs can reproduce the standard.
